godot/scene/3d/decal.cpp
Rémi Verschelde 07bc4e2f96 Style: Enforce separation line between function definitions
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
2020-05-14 16:54:55 +02:00

242 lines
10 KiB
C++

/*************************************************************************/
/* decal.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "decal.h"
void Decal::set_extents(const Vector3 &p_extents) {
extents = p_extents;
RS::get_singleton()->decal_set_extents(decal, p_extents);
update_gizmo();
_change_notify("extents");
}
Vector3 Decal::get_extents() const {
return extents;
}
void Decal::set_texture(DecalTexture p_type, const Ref<Texture2D> &p_texture) {
ERR_FAIL_INDEX(p_type, TEXTURE_MAX);
textures[p_type] = p_texture;
RID texture_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
RS::get_singleton()->decal_set_texture(decal, RS::DecalTexture(p_type), texture_rid);
}
Ref<Texture2D> Decal::get_texture(DecalTexture p_type) const {
ERR_FAIL_INDEX_V(p_type, TEXTURE_MAX, Ref<Texture2D>());
return textures[p_type];
}
void Decal::set_emission_energy(float p_energy) {
emission_energy = p_energy;
RS::get_singleton()->decal_set_emission_energy(decal, emission_energy);
}
float Decal::get_emission_energy() const {
return emission_energy;
}
void Decal::set_albedo_mix(float p_mix) {
albedo_mix = p_mix;
RS::get_singleton()->decal_set_albedo_mix(decal, albedo_mix);
}
float Decal::get_albedo_mix() const {
return albedo_mix;
}
void Decal::set_upper_fade(float p_fade) {
upper_fade = p_fade;
RS::get_singleton()->decal_set_fade(decal, upper_fade, lower_fade);
}
float Decal::get_upper_fade() const {
return upper_fade;
}
void Decal::set_lower_fade(float p_fade) {
lower_fade = p_fade;
RS::get_singleton()->decal_set_fade(decal, upper_fade, lower_fade);
}
float Decal::get_lower_fade() const {
return lower_fade;
}
void Decal::set_normal_fade(float p_fade) {
normal_fade = p_fade;
RS::get_singleton()->decal_set_normal_fade(decal, normal_fade);
}
float Decal::get_normal_fade() const {
return normal_fade;
}
void Decal::set_modulate(Color p_modulate) {
modulate = p_modulate;
RS::get_singleton()->decal_set_modulate(decal, p_modulate);
}
Color Decal::get_modulate() const {
return modulate;
}
void Decal::set_enable_distance_fade(bool p_enable) {
distance_fade_enabled = p_enable;
RS::get_singleton()->decal_set_distance_fade(decal, distance_fade_enabled, distance_fade_begin, distance_fade_length);
}
bool Decal::is_distance_fade_enabled() const {
return distance_fade_enabled;
}
void Decal::set_distance_fade_begin(float p_distance) {
distance_fade_begin = p_distance;
RS::get_singleton()->decal_set_distance_fade(decal, distance_fade_enabled, distance_fade_begin, distance_fade_length);
}
float Decal::get_distance_fade_begin() const {
return distance_fade_begin;
}
void Decal::set_distance_fade_length(float p_length) {
distance_fade_length = p_length;
RS::get_singleton()->decal_set_distance_fade(decal, distance_fade_enabled, distance_fade_begin, distance_fade_length);
}
float Decal::get_distance_fade_length() const {
return distance_fade_length;
}
void Decal::set_cull_mask(uint32_t p_layers) {
cull_mask = p_layers;
RS::get_singleton()->decal_set_cull_mask(decal, cull_mask);
}
uint32_t Decal::get_cull_mask() const {
return cull_mask;
}
AABB Decal::get_aabb() const {
AABB aabb;
aabb.position = -extents;
aabb.size = extents * 2.0;
return aabb;
}
Vector<Face3> Decal::get_faces(uint32_t p_usage_flags) const {
return Vector<Face3>();
}
void Decal::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_extents", "extents"), &Decal::set_extents);
ClassDB::bind_method(D_METHOD("get_extents"), &Decal::get_extents);
ClassDB::bind_method(D_METHOD("set_texture", "type", "texture"), &Decal::set_texture);
ClassDB::bind_method(D_METHOD("get_texture", "type"), &Decal::get_texture);
ClassDB::bind_method(D_METHOD("set_emission_energy", "energy"), &Decal::set_emission_energy);
ClassDB::bind_method(D_METHOD("get_emission_energy"), &Decal::get_emission_energy);
ClassDB::bind_method(D_METHOD("set_albedo_mix", "energy"), &Decal::set_albedo_mix);
ClassDB::bind_method(D_METHOD("get_albedo_mix"), &Decal::get_albedo_mix);
ClassDB::bind_method(D_METHOD("set_modulate", "color"), &Decal::set_modulate);
ClassDB::bind_method(D_METHOD("get_modulate"), &Decal::get_modulate);
ClassDB::bind_method(D_METHOD("set_upper_fade", "fade"), &Decal::set_upper_fade);
ClassDB::bind_method(D_METHOD("get_upper_fade"), &Decal::get_upper_fade);
ClassDB::bind_method(D_METHOD("set_lower_fade", "fade"), &Decal::set_lower_fade);
ClassDB::bind_method(D_METHOD("get_lower_fade"), &Decal::get_lower_fade);
ClassDB::bind_method(D_METHOD("set_normal_fade", "fade"), &Decal::set_normal_fade);
ClassDB::bind_method(D_METHOD("get_normal_fade"), &Decal::get_normal_fade);
ClassDB::bind_method(D_METHOD("set_enable_distance_fade", "enable"), &Decal::set_enable_distance_fade);
ClassDB::bind_method(D_METHOD("is_distance_fade_enabled"), &Decal::is_distance_fade_enabled);
ClassDB::bind_method(D_METHOD("set_distance_fade_begin", "distance"), &Decal::set_distance_fade_begin);
ClassDB::bind_method(D_METHOD("get_distance_fade_begin"), &Decal::get_distance_fade_begin);
ClassDB::bind_method(D_METHOD("set_distance_fade_length", "distance"), &Decal::set_distance_fade_length);
ClassDB::bind_method(D_METHOD("get_distance_fade_length"), &Decal::get_distance_fade_length);
ClassDB::bind_method(D_METHOD("set_cull_mask", "mask"), &Decal::set_cull_mask);
ClassDB::bind_method(D_METHOD("get_cull_mask"), &Decal::get_cull_mask);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0,1024,0.001,or_greater"), "set_extents", "get_extents");
ADD_GROUP("Textures", "texture_");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "texture_albedo", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ALBEDO);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "texture_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_NORMAL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "texture_orm", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ORM);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "texture_emission", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_EMISSION);
ADD_GROUP("Parameters", "");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_energy", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_emission_energy", "get_emission_energy");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "modulate"), "set_modulate", "get_modulate");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "albedo_mix", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_albedo_mix", "get_albedo_mix");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "normal_fade", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_normal_fade", "get_normal_fade");
ADD_GROUP("Vertical Fade", "");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "upper_fade", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_upper_fade", "get_upper_fade");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lower_fade", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_lower_fade", "get_lower_fade");
ADD_GROUP("Distance Fade", "distance_fade_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "distance_fade_enabled"), "set_enable_distance_fade", "is_distance_fade_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_begin"), "set_distance_fade_begin", "get_distance_fade_begin");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_length"), "set_distance_fade_length", "get_distance_fade_length");
ADD_GROUP("Cull Mask", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask");
BIND_ENUM_CONSTANT(TEXTURE_ALBEDO);
BIND_ENUM_CONSTANT(TEXTURE_NORMAL);
BIND_ENUM_CONSTANT(TEXTURE_ORM);
BIND_ENUM_CONSTANT(TEXTURE_EMISSION);
BIND_ENUM_CONSTANT(TEXTURE_MAX);
}
Decal::Decal() {
extents = Vector3(1, 1, 1);
emission_energy = 1.0;
modulate = Color(1, 1, 1, 1);
albedo_mix = 1.0;
cull_mask = (1 << 20) - 1;
upper_fade = 0.3;
lower_fade = 0.3;
normal_fade = 0;
distance_fade_enabled = false;
distance_fade_begin = 10;
distance_fade_length = 1;
decal = RenderingServer::get_singleton()->decal_create();
RS::get_singleton()->instance_set_base(get_instance(), decal);
}
Decal::~Decal() {
RS::get_singleton()->free(decal);
}